They've changed the flight model quite a bit with this patch - ships are quite a bit less jumpy to fly now, and you don't have to switch modes in order to strafe around anymore (so you can basically fly the same way you do in Elite).

This is also the first introduction of some kind of co-operative play in the game (it's just basic arena / wave combat against AI drones, but it's a start) which I'm looking forward to trying out.

To this end, there's also new "friends list" functionality now for joining other people's sessions, though it's pretty hackish and terrible; they're working on making a proper friends list system for later builds.

Slick wrote on Sep 12, 2014, 13:20:all i want is a twist-rudder, and on the throttle, a good thumb joy for lateral and vertical thrusting. that's it! no HOTAS setup has it. so infuriating. the warthog seems great, but no twist-rudder. and only the CH throttle seems to have a real thumb-joy akin to a console left analog stick. i feel like i'm taking crazy pills, how is this not a straightforward thing? instead we get 4 hat switches for your left index finger instead, it makes no sense!!!!

This is exactly my problem too. I have no idea what kind of setup people use, but in these games not having strafe not on the throttle controls makes absolutely no sense, and I have never seen a setup that has this either.

Really? What you're describing is EXACTLY how I use my Saitek x52 in Elite: Dangerous

The HAT switch at the front of the throttle is where I bind my lateral / vertical thrust functions. My finger naturally rests there while playing, and so it's easy to reach and activate. It works fantastic.

Is this the "4 HAT switches for your left index finger" that you were referring to, Slick? If so, why is using that such a problem? Like I said, it works perfect for me, but maybe it's just down to my own preference.

DrSquick wrote on Sep 11, 2014, 15:01:Am I missing something here? What is so exciting about a few new maps for the hanger? I watched the video, and it looks like it is just a room to store your ships. You log in, walk 10 feet to your ship, get in and leave.

Is it really a big deal if your hanger looks like an office building or the inside of a rock?

It relates to the game at large - the hangars are going to be the player's seamless portal to all other aspects of the game (walking around on planets, launching into space, customizing your ship, managing business and deals, etc). Right now it's all just framework; they haven't finished that content yet.

jdreyer wrote on Sep 10, 2014, 16:40:even though that nostalgia was for a single player campaign-style game, not for an online-only free to play game.

Eh... if they had announced a singleplayer game with no multiplayer, I wouldn't have gone in at all unless it was like $20. Beat once, and never play it again; it's just a very poor value for money. I'd rather have both, but if there's an either/or choice I think a singleplayer-only 'Mech game is a non-starter.

Not for me though - I really enjoyed the singleplayer in the past Mechwarrior titles, and still dust them off every few months to give them a runthrough (even Mechwarrior 2).

But something that would really be needed is co-op play - that's what really helps encourage me to play through a game over and over again, as I can do it with my friends (and it helps me introduce new people to the kind of games I really enjoy). Just so long as it's story-driven and has good PvE action.. none of the pointless repetitive limited PvP crap that MWO has right now.

eRe4s3r wrote on Sep 5, 2014, 10:29:This is one of the few things I backed back when KS was all the hype.

Me too and tbh I don't like the way the game turned out to be.Find it more frustrating than fun to play.Lesson learned.It reminds me of Stracraft with "number of action per minute" and macros and build orders, bullshit

Can you go into a bit more detail? This might just be a personal preference thing, but it looks to me like this plays a lot like Supreme Commander / Total Annihilation did (which were awesome classics in my book, and I loved the "queued orders" playstyle), and I've been curious if this actually is the case.

I've never played Dead Rising 2 in singleplayer because it was such an incredible amount of fucking fun in co-op play; I think that's actually the only correct way to do it. I couldn't imagine playing it in singleplayer.

We had such a hilarious time with it that we're badly looking forward to this one, since it apparently also has a co-op focus.

DangerDog wrote on Aug 16, 2014, 13:58:No denying they have talented artists working for them but I would rather see extremely crude graphics with proof of concept that they've overcome the technical limitations that usually face developers when they try to do multi-crew vehicles over an internet connection, the sync issues alone usually makes everything so jittery and laggy you can't even move.

This was something else shown at Gamescom. It still looks early and incomplete, but seemed to be working pretty well from my perspective. As far as I can tell, they do have multi-crew functionality in and working in a pretty smooth manner with multiple players in a combat environment.

Are the combat physics improved in this? I liked the ultra-modular ship customization in GalCiv2 until I realized that all weapon effects pretty much spawned from the center of the ship model no matter what, and your designs didn't really matter anyways (only the actual modules you put on). I was hoping to see articulating turrets launching individual projectiles, ship damage states, and stuff like that; have some actual detail to the battles.

MoreLuckThanSkill wrote on Jul 4, 2014, 10:53:Since the coop doesn't do the story missions, that's kind of a wasted effort, shame.

Are you serious? What a god damned waste - I was looking forward to setting up with my friend at a LAN party and blowing through the whole game with him, but it sounds like that won't be possible. What the hell's the point then?